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Site Title

A minotaur is a bull-headed, fur-covered humanoid that stands more than 7 feet tall and weighs about 700 pounds.
Minotaurs speak Giant.

Large Monstrous Humanoid

Hit Dice: 6d8+12 (39 hp)

Initiative: +0

Speed: 30 ft. (6 squares)

Armor Class: 14 (1 size, +5 natural), touch 9, flat-footed (see text)

Base Attack/Grapple: +6/+14

Attack: Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4)

Full Attack: Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2)

Space/Reach: 10 ft./10 ft.

Special Attacks: Powerful charge 4d6+6

Special Qualities: Darkvision 60 ft., natural cunning, scent

Saves: Fort +6, Ref +5, Will +5

Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8

Skills: Intimidate +2, Listen +7, Search +2, Spot +7

Feats: Great Fortitude, Power Attack, Track

Environment: Underground

Organization: Solitary, pair, or gang (34)

Challenge Rating: 4

Treasure: Standard

Alignment: Usually chaotic Evil

Advancement: By character class

Level Adjustment: +2

Minotaurs prefer melee combat, where their great strength serves them well.

Powerful Charge (Ex):
A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.

Natural Cunning (Ex):
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Page Last Updated February 11th, 2006


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